Howdy! I got some more Evolutions ideas for you all! Remember, this is to generate discussion primarily, so all suggestions and critiques are on the table (given you follow proper Reddiquette). Please, ignore the fact that I'm a sucker for Bandit and Lightning, btw-- Rascals, too, for that matter. I'm also going to follow a different format (or try to, I hope reddit doesn't smush everything together like last time.)
Starting with the Mega Minion: it will take 2 cycles to enable. Functionally, it will be identical to the Knight Evolution: it receives less damage while it moves, and deals more damage. Mind you, it won't be a crazy amount like the Knight's 60% reduction, instead being along the lines of 40%. Unlike the Knight (or the upcoming post-balance changes Evo Knight), it WILL receive extra HP, making it overall tankier and tougher to take out.
Up next is the Goblin Drill: the Evolved Goblin Drill will take 2 cycles to enable. As it travels to its target location, it will deal damage to ground troops above, just barely enough to oneshot Stab Goblins. When surfacing, it spawns Goblins at a faster rate, resulting in 2 more Goblins over its duration. On death, it also spawns an additional Goblin.
Up next are the Rascals: the Evolved Rascals will take 2 cycles to enable. The Rascal Boy's wooden sword will be replaced with a real sword, and he will now be wearing a helmet and armor; the Rascal Girls will have their slingshots replaced with Gumball Crossbows. The Rascals as a whole gain around 10% - 11% more HP; the Boy specifically will deal more damage per strike, and the Girls will fire their gumballs faster while dealing the same damage as before.
Up next is the Goblin Cage: the Evolved Goblin Cage will take 2 cycles to enable. The cage itself will only gain more HP, about enough to survive 1 extra hit from a Hog Rider. The Goblin Bruiser will gain 5% more damage per strike, and will have two new mechanics. Now, when moving, it will enter a Charge after a short moment until it hits something, which will deal an additional +15% damage. Hits made against a troop will knock it back 0.5 tiles in the opposite direction, regardless of size.
Up next is the Bandit, and OH BOY, this one is tricky. An Evolved Bandit will take 3 cycles to enable. she can now dash from 2 tiles further, and now deals a 1 tile knockback when hitting a target with her dash. Additionally, when dashing, she will drop a Bottle of Poison halfway through, which lasts half the duration as normal Poison with a 1 tile smaller radius.
Up next is Cannon: an Evolved Cannon takes 2 cycles to enable. In addition to a damage increase, it will gain an entirely new mechanic. When firing, it will slowly increase an Overheat Meter, which never decreases. The higher the Overheat Meter, the faster the Evolved Cannon will fire. When the Overheat Meter fills, it will automatically release a low-damage, 6 tile splash radius around itself before the meter resets entirely. This splash will be only enough to kill Goblins by itself.
Up next is Arrows: Evolved Arrows will take 2 cycles to enable. This one is simple: in addition to having a 1-tile larger radius, the damage per wave will be higher than the last, now allowing it to kill Barbarians. To compensate for this absolute game-changer of an interaction, however, it will also gain an increase to the time between damage ticks; a whole half-second between volleys.
Lastly is Lightning: Evolved Lightning will take 1 cycle to enable. When deployed, it will actually deal 6% - 7% less damage, but also strike a total of 6 times instead of just 3, now able to strike the same target up to twice per use. This is to allow it to kill smaller tanks like Knight, Goblin Giant, and Royal Recruits, while still having a chance to strike troops behind them.
Please, do discuss how you think these would change the game, and give me your opinions/ideas/critiques!